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const PI: f32 = 3.141592653589793; | ||
struct TimeUniform { | ||
time: f32, | ||
}; | ||
@group(1) @binding(0) | ||
var<uniform> u_time: TimeUniform; | ||
fn oscillate(minValue: f32, maxValue: f32, interval: f32, currentTime: f32) -> f32 { | ||
return minValue + (maxValue - minValue) * 0.5 * (sin(2.0 * PI * currentTime / interval) + 1.0); | ||
} | ||
struct Params { | ||
lambda: f32, | ||
theta: f32, | ||
alpha:f32, | ||
sigma: f32, | ||
gamma: f32, | ||
blue:f32, | ||
}; | ||
@group(0) @binding(1) | ||
var<uniform> params: Params; | ||
fn random(st: vec2<f32>) -> vec2<f32> { | ||
let st_new: vec2<f32> = vec2<f32>( | ||
dot(st, vec2<f32>(127.1, 311.7)), | ||
dot(st, vec2<f32>(269.5, 183.3)) | ||
); | ||
return -1.0 + 2.0 * fract(sin(st_new) * 43758.5453123); | ||
} | ||
fn noise(st: vec2<f32>) -> f32 { | ||
let i: vec2<f32> = floor(st); | ||
let f: vec2<f32> = fract(st); | ||
let u: vec2<f32> = f * f * (3.0 - 2.0 * f); | ||
return mix(mix(dot(random(i + vec2<f32>(0.0, 0.0)), f - vec2<f32>(0.0, 0.0)), | ||
dot(random(i + vec2<f32>(1.0, 0.0)), f - vec2<f32>(1.0, 0.0)), u.x), | ||
mix(dot(random(i + vec2<f32>(0.0, 1.0)), f - vec2<f32>(0.0, 1.0)), | ||
dot(random(i + vec2<f32>(1.0, 1.0)), f - vec2<f32>(1.0, 1.0)), u.x), u.y); | ||
} | ||
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fn fbm(p: vec2<f32>) -> f32 { | ||
var value: f32 = 0.0; | ||
var amplitude: f32 = 0.5; | ||
var p_var: vec2<f32> = p; | ||
for (var i: i32 = 0; i < 5; i++) { | ||
value += amplitude * noise(p_var); | ||
p_var *= 2.0; | ||
amplitude *= 0.5; | ||
} | ||
return value; | ||
} | ||
fn rotate2D(r: f32) -> mat2x2<f32> { | ||
return mat2x2<f32>(cos(r), -sin(r), sin(r), cos(r)); | ||
} | ||
@fragment | ||
fn main(@builtin(position) FragCoord: vec4<f32>) -> @location(0) vec4<f32> { | ||
let resolution: vec2<f32> = vec2<f32>(800.0, 450.0); | ||
var uv: vec2<f32> = (FragCoord.xy / resolution.xy) - vec2<f32>(0.5, 0.5 * resolution.y / resolution.x); | ||
var col: vec3<f32> = vec3<f32>(0.0, 0.0, 0.0); | ||
let t: f32 = u_time.time; | ||
let xVal4: f32 = oscillate(0.5, 0.51, 15.0, t); | ||
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var n: vec2<f32> = vec2<f32>(0.0, 0.0); | ||
var q: vec2<f32>; | ||
var N: vec2<f32> = vec2<f32>(0.0, 0.0); | ||
var p: vec2<f32> = uv + t / 20.0; | ||
var S: f32 = 15.0; | ||
let m: mat2x2<f32> = rotate2D(xVal4); | ||
var branchFactor: f32 = 1.85; | ||
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for(var j: i32 = 0; j < 40; j = j + 1){ | ||
p *= m; | ||
n *= m; | ||
q = p * S + f32(j) + n + t; | ||
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n += branchFactor * sin(q); | ||
N += branchFactor * cos(q) / S * 2.5; | ||
branchFactor *= 1.3 * atan(0.975); | ||
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S *= params.theta * tanh(3.45); | ||
} | ||
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let pulse: f32 = sin(params.blue * t + length(p) + fbm(vec2<f32>(t * 0.1, length(p) * 2.1))) * 0.1 + params.blue; | ||
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let colorOffset: vec3<f32> = vec3<f32>( | ||
params.lambda * smoothstep(0.4, 5.0, sin(n.x)), | ||
params.alpha * smoothstep(3.0, 5.0, sin(n.y)), | ||
params.sigma * smoothstep(0.0, 1.0, cos(n.x)) | ||
); | ||
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let flowColorChange: vec3<f32> = vec3<f32>( | ||
1.5 * cos(3.0 * t + N.x), | ||
0.5 * sin(3.0 * t + N.y), | ||
1.5 * cos(3.0 * t + N.y) | ||
); | ||
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let flowIntensity: vec3<f32> = vec3<f32>( | ||
0.001 / length(0.3 * N), | ||
smoothstep(0.1, 1.0, N.x), | ||
smoothstep(1.5, 1.0, N.y) | ||
); | ||
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col = (vec3<f32>(1.5 * pulse, 1.0 * pulse, 3.1 * pulse) * colorOffset + flowColorChange + flowIntensity) * ((1.0 * N.x + 1.0 * N.y + 0.001) + 0.0015 / length(1.0 * N)); | ||
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let axonPulse: f32 = sin(t + length(p) * 10.0) * 0.5 + 0.5; | ||
let axonColor: vec3<f32> = vec3<f32>(1.2, 0.7, 1.0); | ||
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let axonEffect: vec3<f32> = smoothstep(0.1, 2.55, axonPulse) * axonColor; | ||
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col += axonEffect; | ||
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return vec4<f32>(col,1.0); | ||
} |
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use nannou::prelude::*; | ||
use nannou_egui::{self, egui, Egui}; | ||
struct Model { | ||
render_pipeline: wgpu::RenderPipeline, | ||
vertex_buffer: wgpu::Buffer, | ||
time_uniform: wgpu::Buffer, | ||
time_bind_group: wgpu::BindGroup, | ||
params_uniform: wgpu::Buffer, | ||
params_bind_group: wgpu::BindGroup, | ||
settings:Settings, | ||
egui:Egui, | ||
} | ||
struct Settings { | ||
lambda: f32, | ||
theta: f32, | ||
alpha:f32, | ||
sigma: f32, | ||
gamma:f32, | ||
blue:f32, | ||
show_ui: bool, | ||
} | ||
#[repr(C)] | ||
#[derive(Clone, Copy)] | ||
struct Vertex { | ||
position: [f32; 2], | ||
} | ||
const VERTICES: [Vertex; 6] = [ | ||
Vertex { position: [-1.0, -1.0] }, | ||
Vertex { position: [ 1.0, -1.0] }, | ||
Vertex { position: [-1.0, 1.0] }, | ||
Vertex { position: [ 1.0, -1.0] }, | ||
Vertex { position: [ 1.0, 1.0] }, | ||
Vertex { position: [-1.0, 1.0] }, | ||
]; | ||
fn main() { | ||
nannou::app(model) | ||
.update(update) | ||
.run(); | ||
} | ||
fn update(app: &App, model: &mut Model, update: Update) { | ||
let egui = &mut model.egui; | ||
egui.set_elapsed_time(update.since_start); | ||
let ctx = egui.begin_frame(); | ||
if app.keys.down.contains(&Key::H) { | ||
model.settings.show_ui = !model.settings.show_ui; | ||
} | ||
egui::Window::new("Shader Settings").show(&ctx, |ui| { | ||
ui.add(egui::Slider::new(&mut model.settings.lambda, 1.0..=35.0).text("l")); | ||
ui.add(egui::Slider::new(&mut model.settings.theta, -1.0..=4.5).text("t")); | ||
ui.add(egui::Slider::new(&mut model.settings.alpha, 0.0..=5.0).text("a")); | ||
ui.add(egui::Slider::new(&mut model.settings.sigma, -PI..=PI).text("r")); | ||
ui.add(egui::Slider::new(&mut model.settings.gamma, -5.0..=5.0).text("g")); | ||
ui.add(egui::Slider::new(&mut model.settings.blue, -PI..=PI).text("b")); | ||
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}); | ||
let params_data = [model.settings.lambda, model.settings.theta,model.settings.alpha, model.settings.sigma,model.settings.gamma,model.settings.blue]; | ||
let params_bytes = bytemuck::cast_slice(¶ms_data); | ||
app.main_window().queue().write_buffer(&model.params_uniform, 0, ¶ms_bytes); | ||
} | ||
fn raw_window_event(app: &App, model: &mut Model, event: &nannou::winit::event::WindowEvent) { | ||
model.egui.handle_raw_event(event); | ||
if let nannou::winit::event::WindowEvent::KeyboardInput { input, .. } = event { | ||
if let (Some(nannou::winit::event::VirtualKeyCode::F), true) = | ||
(input.virtual_keycode, input.state == nannou::winit::event::ElementState::Pressed) | ||
{ | ||
let window = app.main_window(); | ||
let fullscreen = window.fullscreen().is_some(); | ||
window.set_fullscreen(!fullscreen); | ||
} | ||
} | ||
} | ||
fn model(app: &App) -> Model { | ||
let w_id = app.new_window().raw_event(raw_window_event). | ||
size(512, 512).view(view).build().unwrap(); | ||
let window = app.window(w_id).unwrap(); | ||
let device = window.device(); | ||
let format = Frame::TEXTURE_FORMAT; | ||
let sample_count = window.msaa_samples(); | ||
let vs_desc = wgpu::include_wgsl!("../shaders/vs.wgsl"); | ||
let fs_desc = wgpu::include_wgsl!("../shaders/smoothneurons.wgsl"); | ||
let vs_mod = device.create_shader_module(vs_desc); | ||
let fs_mod = device.create_shader_module(fs_desc); | ||
let vertices_bytes = vertices_as_bytes(&VERTICES[..]); | ||
let usage = wgpu::BufferUsages::VERTEX; | ||
let vertex_buffer = device.create_buffer_init(&BufferInitDescriptor { | ||
label: None, | ||
contents: vertices_bytes, | ||
usage, | ||
}); | ||
let time_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { | ||
entries: &[ | ||
wgpu::BindGroupLayoutEntry { | ||
binding: 0, | ||
visibility: wgpu::ShaderStages::FRAGMENT, | ||
ty: wgpu::BindingType::Buffer { | ||
ty: wgpu::BufferBindingType::Uniform, | ||
has_dynamic_offset: false, | ||
min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<f32>() as _), | ||
}, | ||
count: None, | ||
}, | ||
], | ||
label: Some("time_bind_group_layout"), | ||
}); | ||
let params_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { | ||
label: Some("params_bind_group_layout"), | ||
entries: &[wgpu::BindGroupLayoutEntry { | ||
binding: 1, | ||
visibility: wgpu::ShaderStages::FRAGMENT, | ||
ty: wgpu::BindingType::Buffer { | ||
ty: wgpu::BufferBindingType::Uniform, | ||
has_dynamic_offset: false, | ||
min_binding_size: wgpu::BufferSize::new((std::mem::size_of::<f32>() * 6) as _), | ||
}, | ||
count: None, | ||
}], | ||
}); | ||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { | ||
label: Some("Pipeline Layout"), | ||
bind_group_layouts: &[¶ms_bind_group_layout, &time_bind_group_layout], | ||
push_constant_ranges: &[], | ||
}); | ||
let render_pipeline = wgpu::RenderPipelineBuilder::from_layout(&pipeline_layout, &vs_mod) | ||
.fragment_shader(&fs_mod) | ||
.color_format(format) | ||
.add_vertex_buffer::<Vertex>(&wgpu::vertex_attr_array![0 => Float32x2]) | ||
.sample_count(sample_count) | ||
.build(device); | ||
let time_uniform = device.create_buffer(&wgpu::BufferDescriptor { | ||
label: Some("Time Uniform Buffer"), | ||
size: std::mem::size_of::<f32>() as wgpu::BufferAddress, | ||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, | ||
mapped_at_creation: false, | ||
}); | ||
let time_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { | ||
layout: &time_bind_group_layout, | ||
entries: &[ | ||
wgpu::BindGroupEntry { | ||
binding: 0, | ||
resource: time_uniform.as_entire_binding(), | ||
}, | ||
], | ||
label: Some("time_bind_group"), | ||
}); | ||
let settings = Settings { | ||
lambda:25.0, | ||
theta:1.5, | ||
alpha:0.2, | ||
sigma:1.2, | ||
gamma:0.31, | ||
blue:0.5, | ||
show_ui:true, | ||
}; | ||
let params_data = [settings.lambda, settings.theta, settings.alpha,settings.sigma,settings.gamma,settings.blue]; | ||
let params_bytes = bytemuck::cast_slice(¶ms_data); | ||
let params_uniform = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { | ||
label: Some("Params Uniform"), | ||
contents: params_bytes, | ||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, | ||
}); | ||
let params_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { | ||
layout: ¶ms_bind_group_layout, | ||
entries: &[ | ||
wgpu::BindGroupEntry { | ||
binding: 1, | ||
resource: params_uniform.as_entire_binding(), | ||
}, | ||
], | ||
label: Some("params_bind_group"), | ||
}); | ||
let window = app.window(w_id).unwrap(); | ||
let egui = Egui::from_window(&window); | ||
Model { | ||
params_bind_group, | ||
settings, | ||
params_uniform, | ||
egui, | ||
vertex_buffer, | ||
render_pipeline, | ||
time_uniform, | ||
time_bind_group, | ||
} | ||
} | ||
fn view(app: &App, model: &Model, frame: Frame) { | ||
let draw = app.draw(); | ||
draw.background().color(BLACK); | ||
let time = app.time; | ||
let time_bytes = time.to_ne_bytes(); | ||
let binding = app.main_window(); | ||
let queue = binding.queue(); | ||
{ | ||
let mut encoder = frame.command_encoder(); | ||
queue.write_buffer(&model.time_uniform, 0, &time_bytes); | ||
let mut render_pass = wgpu::RenderPassBuilder::new() | ||
.color_attachment(frame.texture_view(), |color| color) | ||
.begin(&mut encoder); | ||
render_pass.set_bind_group(0, &model.params_bind_group, &[]); | ||
render_pass.set_bind_group(1, &model.time_bind_group, &[]); | ||
render_pass.set_pipeline(&model.render_pipeline); | ||
render_pass.set_vertex_buffer(0, model.vertex_buffer.slice(..)); | ||
let vertex_range = 0..VERTICES.len() as u32; | ||
let instance_range = 0..1; | ||
render_pass.draw(vertex_range, instance_range); | ||
} | ||
if model.settings.show_ui { | ||
model.egui.draw_to_frame(&frame).unwrap(); | ||
} | ||
if app.keys.down.contains(&Key::Space) { | ||
let file_path = app | ||
.project_path() | ||
.expect("failed to locate project directory") | ||
.join("frames") | ||
.join(format!("{:0}.png", app.elapsed_frames())); | ||
app.main_window().capture_frame(file_path); | ||
} | ||
} | ||
fn vertices_as_bytes(data: &[Vertex]) -> &[u8] { | ||
unsafe { wgpu::bytes::from_slice(data) } | ||
} |